Locarnus Addon 2025-06a, for Battlefield Europe, Afrika Korps and Grand Campaign East

A forum to discuss custom scenarios, campaigns and modding in general.

Moderators: Slitherine Core, Panzer Corps Moderators, Panzer Corps Design

jeffoot77
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Re: Locarnus Addon 2023-07, for Battlefield Europe and Afrika Korps

Post by jeffoot77 »

Thxs Locarnus for the continuous updates !
my custom mini-campaign in order of battle :
http://www.slitherine.com/forum/viewtopic.php?f=374&t=79333&p=676302#p676302

Panzer corps mods archive (folders or zip versions) : http://jeffoot.freeboxos.fr:41226/share/KmCyju7JFZX6dD2B/
Locarnus
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Re: Locarnus Addon 2023-07, for Battlefield Europe and Afrika Korps

Post by Locarnus »

jeffoot77 wrote: Wed Jul 12, 2023 1:42 pm Thxs Locarnus for the continuous updates !
You are welcome!
Thank you for your mod archive, so many to learn from!


I just updated the first post of this thread, hopefully providing a better overview of what this Addon does for the Battlefield Europe and Afrika Korps experience.
I also updated the screenshots, which now show the upgrade family separators (which only work for new campaigns):

Image
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
faos333
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Re: Locarnus Addon 2023-07, for Battlefield Europe and Afrika Korps

Post by faos333 »

very useful stats especially the Rate of fire, which is always an elusive stat
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Locarnus
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Re: Locarnus Addon 2023-08, for Battlefield Europe and Afrika Korps

Post by Locarnus »

faos333 wrote: Fri Jul 21, 2023 3:28 pm very useful stats especially the Rate of fire, which is always an elusive stat
The rate of fire can really make or break a unit. For example some anti aircraft guns, or the difference between small and big caliber artillery.


Another update, following along the youtube Let's Play of Afrika Korps on Rommel difficulty by goose_2:
https://www.youtube.com/watch?v=sMtn-ZJ ... D&index=57

Looking forward to the next end of East Africa scenario and the upgrade options for "On Road To India"!


2023-08 Complete "Locarnus Addon" Download: https://bit.ly/3QTT7kU

The bugfixed version of Panzer Corps 1.32 is required, see install instructions in the first post of this thread

Unit Changes:
- Several machine cannon units have better ground attack values (eg units with 2cm guns)
- New Arab Volunteer aux unit (for AK Palestine scenario)
- Jagdpanzer on Tiger chassis slightly rebalanced (Elefant, Jagdsturmtiger, Jagdtiger)
- Fw 190 F&G as well as late Bf 109 more ground attack when in fighter mode, late 190 F&G more expensive
- Ju 188 A-2 a bit cheaper
- Some german units availability decreased at the tail end (earlier retirement of some superseded versions)

AK campaign (thank you goose_2!)
- Special preparation scenario before "British India", allowing unit switching for all the upgrade options
- More prestige for last two scenarios due to time progress (especially for the final "British India")
- British India Allied units have considerably more entrenchment and overstrength (Axis gets some prestige per turn)
- Arab Volunteers in Palestine scenario have their own unit (very weak but overstrength and entrenched)
- Added initial upgrade cities to last two AK scenarios
- On Road To India scenario allied units nerfed a bit to account for generally higher experience
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

This month brings a major update for the Addon.

The beginning of Grand Campaign compatibility!

Image


So far only checked for GC 39 and 40.
The first scenario of GC 39 should show a "Welcome to the Grand Campaign" wall of text, explaining recommendations (eg "rule of 1") as well as game engine restrictions (eg no ground unit purchases outside of deployment phase, except for Poznan scenario).

It was quite some work necessary to come this far, with all the unit types and restrictions.
Early artillery (horse drawn!) and many other lines had to be expanded to make the "rule of 1" viable,
some specials were introduced (like Kettenkrad and pack mule transport for mountain artillery),
and a solution for the SE units was implemented (only basic infantry so far).

If there is interest (ie feedback), I'll continue my compatibility work with GC 41 onward.

Special thank you to all the people making unit graphics available to this forum!
Especially guille1434 with his great catalog (eg Kettenkrad and many many more),
the 8cm PAW 600 graphic came from Birgeria,
and the 15 cm sIG was made by zombiehunter1977!



2023-09 Complete "Locarnus Addon" Download: https://bit.ly/3ECsQQW

The bugfixed version of Panzer Corps 1.32 is required, see install instructions in slitherine forum

Grand Campaign DLC compatibility - so far for GC 39 & 40
- GC compatibility intended for "rule of 1" (house rule of max 1 unit per version except basic inf)
- Bonus SE units are only basic infantry (at least for GC 39 & 40) and early on not even motorized
- Due to the BE settings, there will be no unit purchasing within a scenario, except for Poznan 39
- So far basic compatibility check for GC 39 and GC 40 (ie Polish, French and early UK enemy units)
- Do not yet progress beyond GC 40 (Soviet roster not checked for compatibility yet)
- GC 39 starting core and initial Rudel hero adjusted for compatibility (Poznan)
- No intention of specific adjustments to any scenario beyond that first one (Poznan)

Unit Changes:
- More early german artillery units and versions, thanks to zombiehunter1977 & guille1434 graphics!
- Late game PAW-600 arty/AT unit, thanks to the graphics by Birgeria
- Siege artillery rebalanced and some artillery cost adjustments
- German pack horse and Kettenkrad (from guille1434) added, horse drawn movement adjusted
- Many availability changes for various early units
- Another Kradschützen rebalancing attempt (no reconmove in inf mode, lower rof in recon mode)
- Panzer I gets reconmove trait (but no increase in vision)
- Panzer I, II and 38(t) based units are cheaper
- SdKfz 221, 222 and 223 much more differentiated, 223 gets spotting range 4
- Early Pz III and IV versions rebalanced (eg 8 strength for initial production models)
- Alternate skin for Panther A & G versions (eg for GC 43+ rule of 1), thanks to DCS by rezaf
- BuFla defense nerfed a bit and available later (especially desert one)
- Some further adjustments to auto cannon ground units
- Separated 2cm Flak 30 and 38, flak halftracks expanded and adjusted
- Ju 87 has only passive air attack
- Early Ju 87, Ju 88, Fw 190 and Fw 200 versions expanded and adjusted
- Changed many allied and some axis unit IDs in the equipment file for GC compatibility
- Reduced number of equipment file transport categories, with minimal functional changes
- Aircraft ranges adjusted to hopefully be GC compatible (those damn short range Spitfires...)
- Early French fighters and tanks slightly rebalanced
- Another Soviet fighter balancing pass

AK campaign (thank you goose_2!)
- All AK scenarios adjusted for GC equipment compatibility changes

BE campaign
- All supported (non-mp) BE scenarios adjusted for GC equipment compatibility changes
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
gsandro1
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by gsandro1 »

Hello congratulations for embarking on such an exciting project
goose_2
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by goose_2 »

Questions?

What is the goal for a playthrough of the Grand Campaign?

Are all scenarios different, or just tweaked slightly with the BE type units?

Are you desiring me to play this after I finish BE Afrika? If so what difficulty?

I am reluctant as it would be a massive time commitment, but at the same time intrigued if I can be given the proper motivation on how to make it interesting/challenging for me.

Blessings,
Dave
aka the gooseman
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https://www.youtube.com/channel/UCRHQShaOv5PWoer6cP1syLQ
Locarnus
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

gsandro1 wrote: Tue Sep 12, 2023 2:57 pm Hello congratulations for embarking on such an exciting project
Thank you!

goose_2 wrote: Tue Sep 12, 2023 3:17 pm What is the goal for a playthrough of the Grand Campaign?
I guess the main draw is centered around the "house rule of 1", made possible? by the now pretty large unit roster.

It is imho one thing to go through the GC (or AK) with only the best unit types, even on high difficulty levels.
But the Axis forces at that time were historically very not-standardized, so this is a very different kind of challenge.

Similar to your AK youtube playthrough (but unfortunately without Italians for added fun).
Also similar to attempts at creating "historical" cores for GC youtube playthroughs in the past, though even more restricting than those (they still used multiple of some of the best units).

I do not know if or how well that works for GC 45, but even GC 39 felt quite a bit different, with all those horse drawn artillery and basic infantry...

goose_2 wrote: Tue Sep 12, 2023 3:17 pm Are all scenarios different, or just tweaked slightly with the BE type units?
Only the very first scenario was adjusted for compatibility.
Specifically the initial core force composition and location, Recon Rudel, and the first Polish units got slightly more strength as compensation.
Also, so far Poznan is the only scenario where ground units can be purchased at all after deployment...
I do not intend to touch any other GC scenario, only if really necessary for compatibility.

So aside from the first scenario, it is the original grand campaign.
But with all the Addon unit variety, rebalancing, switching and so on (and hopefully the house "rule of 1").
In addition to the BE settings and restrictions (no ground force purchases outside deployment phase, no soft cap?, AT with camo trait in 2 range spotting and so on).

goose_2 wrote: Tue Sep 12, 2023 3:17 pm Are you desiring me to play this after I finish BE Afrika? If so what difficulty?
It would be absolutely great to see your take on this!

It seems that there is no soft cap with this config, so Rommel would probably be fine as a baseline for experienced players and still makes it comparable?
But I have no idea how this pans out.
Also the BE compatibility requirement makes it impossible to purchase ground units after deployment, which is a wildcard.
The player can't, but the AI can't either...
Which means less enemies to overcome, but for great players also less xp and prestige farming potential.

So far I have only worked for basic compatibility with GC 39 and 40...

goose_2 wrote: Tue Sep 12, 2023 3:17 pm I am reluctant as it would be a massive time commitment, but at the same time intrigued if I can be given the proper motivation on how to make it interesting/challenging for me.

Blessings,
Dave
aka the gooseman
I fully understand, as I also went for more manageable projects than GC in the recent past (BE, AK).

Perhaps the old "succession" idea could be revived?
One player/youtuber plays GC 39, then saves at the end of the last turn and makes the savegame available in the forum.
Another player/youtuber loads that end of GC 39 savegame, finishes the last turn to extract that core and then starts GC 40 with it. And so on.

Even if that does not work out, GC 39 would perhaps be interesting on its own with this new equipment.
And from a time perspective probably the most manageable, due to the short scenarios and small core force.
Especially for someone with your AK "rule of 1" and general Addon experience.

Yet with some extra challenges, like mostly horse drawn artillery and SE units are only basic infantry.
As well as some pretty ineffective fighters at the start.

edit: There have been some minor additions to this release version since yesterdays 2023-09-11, so I recommend upgrading to this release version 2023-09.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
faos333
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by faos333 »

Great idea, wish you can make it work :-)
Really this seems huge... to work on the whole units database....

What is the meaning house rule of 1?
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
Locarnus
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

faos333 wrote: Tue Sep 12, 2023 8:25 pm Great idea, wish you can make it work :-)
Really this seems huge... to work on the whole units database....

What is the meaning house rule of 1?
Thank you!

"Rule of 1" means to not use more than one unit of a specific version.
Rather than using multiple units of the best available version, you have to settle for a more varied core composition.
Eg instead of five "Fw 190 A-2" fighters, you would go for:
1 Fw 190 A-2
1 Bf 109 F-4
1 Bf 109 F-2
1 Bf 110 F "Zerstörer"
1 Bf 110 E "Zerstörer"

Historically the axis forces had a pretty varied collection of units in the field at any time.
So this big equipment file combined with the "rule of 1" pushes the player to come closer to that historic reality, and away from the usual "top equipment only" meta.
An exception would be the basic infantry, you can have many of those.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
bondjamesbond
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by bondjamesbond »

HI!
Image
Will such “aircraft carriers” be added (of course they are not as cool as the Captain America movie, but they were actually used) :?:
https://ru.wikipedia.org/wiki/Воздушный_авианосец
“Vakhmistrov’s Circus” Zveno-SPB in battle. Aircraft carriers of Stalin.
http://авиару.рф/aviamuseum/aviatsiya/s ... ets-zveno/


Image
https://mavink.com/post/1E30FE862AA86FD ... odel-zveno
https://mynickname.com/id73473
Image
Locarnus
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

bondjamesbond wrote: Wed Sep 13, 2023 7:51 am HI!

Will such “aircraft carriers” be added (of course they are not as cool as the Captain America movie, but they were actually used) :?:
Imho the Zveno project is really fascinating, especially since it actually progressed beyond the usual think tank and secret prototype stage! Also a throwback to the zeppelin concepts...

Unfortunately I would not even know where to start from a game engine perspective.
Which is a pretty big issue for something with so little overall impact, even if it would be very cool to have.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
PeteMitchell
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by PeteMitchell »

faos333 wrote: Tue Sep 12, 2023 8:25 pm Great idea, wish you can make it work :-)
Really this seems huge... to work on the whole units database....

What is the meaning house rule of 1?
I agree, this is a fantastic idea but really massive...
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

PeteMitchell wrote: Wed Sep 13, 2023 6:24 pm I agree, this is a fantastic idea but really massive...
Well, the house is built.
Only extensions, additions and polish is on the todo list.
Feedback is needed for that.


This is a comparision of the GC 39 starting core, with and without Addon:

Most notably an aux Panzer II is replaced by two horse drawn arty. Recon Rudel is different as well.
Image


The units available for purchase in the very first GC 39 scenario (Poznan):

Infantry - Kradschützen can switch between inf and recon class
Image

Tanks - "Panzer I" has recon movement, but no increased spotting range, Panzer III and IV are initially understrength (s8)
Image

Recon - At this time the "SdKfz 222" was used for escorting the true scouts like "SdKfz 221" -> different spotting range
Image

Pak - "3.7 cm Pak" and "2 cm Flak 30" have 2 movement
Image

Arty - They are all horse drawn, except for the "10.5 cm leFH 18+", the 21 cm heavy siege arty has movement 0
Image

Flak - Nearly all AA can switch between AA and AT mode
Image

Fighters - Those early Bf 109 are not very effective, but the E-3 becomes available during Poland campaign
Image

Tac Bombers - The Bf 110 C is a fighter bomber, thus it can switch between fighter and tac bomber mode
Image

Strat Bomber - Rudel did not fly a Ju 87 at this time, his recon unit used mostly "Do 17 E"
Image
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
faos333
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by faos333 »

The thing that worries me about the house rule of 1, is 1944 and 1945 scenarios.
GC 44 and 45 throws a mass of the latest type of soviet units to the player.
So, I am not convinced, that this rule will play alright for a player.

Personally, I doubt even the house rule of two, which also sounds great for a more historical core, BUT the game designers of maps for the whole of GCs, created a massive amount of the latest soviet units - tanks & fighters in particular, against the human player.

In my opinion, the rule of 1, needs some testing, it sounds nice till 1943, but after that, I have doubts about it.

So, the question is, can the mod player omit this rule?
Battlefield Europe get the most from Panzer Corps 8)
Download the new 2.4 Mod here http://www.slitherine.com/forum/viewtopic.php?f=147&t=47985
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by bondjamesbond »

Locarnus wrote: Wed Sep 13, 2023 1:36 pm
bondjamesbond wrote: Wed Sep 13, 2023 7:51 am HI!

Will such “aircraft carriers” be added (of course they are not as cool as the Captain America movie, but they were actually used) :?:
Imho the Zveno project is really fascinating, especially since it actually progressed beyond the usual think tank and secret prototype stage! Also a throwback to the zeppelin concepts...

Unfortunately I would not even know where to start from a game engine perspective.
Which is a pretty big issue for something with so little overall impact, even if it would be very cool to have.
It will probably be possible to implement it if the functions of an aircraft carrier are hooked up to the uterus of a TB-3 bomber or marked on the map ( something similar exists in modern conflicts there with the help of a flying tanker, you can replenish fuel in special places )
Image
https://www.slitherine.com/forum/viewtopic.php?t=50342
Although obsolete by the mid-1930s, the TB-3 was actively used during the localized armed conflicts of the second half of the 1930s.

Around 1938, it made a daytime overflight over the Japanese islands, during which propaganda leaflets were dispersed[clarify].

During the fighting near Lake Hasan on August 6, 1938, 41 TB-3RN bombers participated in the bombing of Zaozyornaya and Bezymyannaya heights.

During the fighting on Khalkhin-Gol in the summer of 1939, TB-3s were used as night bombers (more than 500 combat sorties were flown in total), as well as a military transport aircraft.

The aircraft was officially withdrawn from service only in 1939, but was occasionally used during the Soviet-Finnish War of 1939-1940.

By the beginning of the Great Patriotic War on June 22, 1941, the USSR Air Force had 516 combat-ready aircraft, not counting the 25 under the command of the USSR Navy. On June 23, TB-3 began night bombing raids over enemy territory. The TB-3s were virtually unharmed during the first days of the war, as they were based far enough from the borders (by August 1941, the TB-3s accounted for 25% of all bomber air forces), and in general, losses were relatively low - less than 40 aircraft were lost in 1941 for all reasons, including non-combat losses and those abandoned in retreat. Forced attempts to use the TB-3 by day failed completely: despite its very high survivability, its low speed made it vulnerable to anti-aircraft guns, and its circular, but frankly weak, defensive armament left it virtually defenseless against modern fighters. The tragic episode with the destruction of a group of TB-3s, flown in the daytime and without cover, was described by Konstantin Simonov in the first part of the novel trilogy "The Living and the Dead", as well as embodied in the film adaptation of the novel. Nevertheless, as a night bomber, the TB-3 was a very successful option, as its low speed contributed to the accuracy of bombing. Importantly, the most experienced pilots were initially selected for the TB-3 crews, and in good weather one crew could make up to three combat sorties per night. Taking into account the total number of airplanes involved, this gave a significant contribution to night bombing in the first half of the war. The TB-3 took part in all important battles of 1941-1943, including the Battle of Smolensk, the Battle of Moscow, the Battle of Stalingrad, the breakthrough of the siege of Leningrad and the Battle of Kursk. By July 1, 1945, the 18th Air Division still had ten TB-3 aircraft on alert.

For a long time, the TB-3 was used as a cargo and troop transport aircraft, capable of carrying up to 35 soldiers. In the first five months of the war, the TB-3s carried 2,797 tons of cargo and 2,300 men.

The TB-3 was also used to transport tankers such as the T-27, T-37 and T-38 and as a carrier for fighter planes. On July 26 (according to other sources - August 1), 1941, two TB-3s, carriers of four I-16 fighters (Vakhmistrov's Platoon) bombed the oil refinery and dock of Constanta in Romania without losses. The fighters were transported by TB-3 bombers. A few kilometers before the target they separated and carried out bombing, after which they went to Odessa, where they landed for refueling with fuel, and then returned to Evpatoria. On August 11 and August 13, 1941 during two raids (the first - together with the DB-3F and Pe-2) launched from the TB-3 fighters I-16 250-kg bombs first damaged and then destroyed the strategically important Chernavodsky bridge over the Danube in Romania, at the same time was set on fire oil pipeline. Later, Zven planes attacked the Dnieper crossing and German columns in the battles at Perekop. Bombing in the group ceased in the fall of 1941 because of the high wear and tear of the engines of bombers "Zven" and the gradual increase in the number of Pe-2. The remaining TB-3s of the same modification, the production of which had been discontinued as early as 1937, were considered appropriate to use as transports.

There were unsuccessful attempts to use radio-controlled TB-3s in the variant of airplane-sniper planes.

On June 18, 1945, three TB-3s were included in the air column of the Victory Parade because of their important role in the war (the overflight of the column was canceled due to heavy rain and low clouds).

The whole drama of the combat application of TB-3 slow-moving bombers in the first months of the Great Patriotic War is reflected in an episode of the fiction novel: "The Living and the Dead" (part 1).

How the TB-3 was planned to be used can be imagined from the 1938 military fiction movie "Deep Raid" ("Proud Falcons"). In it, this airplane is the main character, occupying almost the entire screen time of the feature-length movie. There are scenes of flight, bombing, repulsion of enemy fighter attacks, night battle; shots inside the airplane.

The TB-3 was finally decommissioned in January 1946.
Locarnus wrote: Wed Sep 13, 2023 8:11 pm
PeteMitchell wrote: Wed Sep 13, 2023 6:24 pm I agree, this is a fantastic idea but really massive...
Well, the house is built.
Only extensions, additions and polish is on the todo list.
Feedback is needed for that.


This is a comparision of the GC 39 starting core, with and without Addon:

Most notably an aux Panzer II is replaced by two horse drawn arty. Recon Rudel is different as well.
Image


The units available for purchase in the very first GC 39 scenario (Poznan):

Infantry - Kradschützen can switch between inf and recon class
Image

Tanks - "Panzer I" has recon movement, but no increased spotting range, Panzer III and IV are initially understrength (s8)
Image

Recon - At this time the "SdKfz 222" was used for escorting the true scouts like "SdKfz 221" -> different spotting range
Image

Pak - "3.7 cm Pak" and "2 cm Flak 30" have 2 movement
Image

Arty - They are all horse drawn, except for the "10.5 cm leFH 18+", the 21 cm heavy siege arty has movement 0
Image

Flak - Nearly all AA can switch between AA and AT mode
Image

Fighters - Those early Bf 109 are not very effective, but the E-3 becomes available during Poland campaign
Image

Tac Bombers - The Bf 110 C is a fighter bomber, thus it can switch between fighter and tac bomber mode
Image

Strat Bomber - Rudel did not fly a Ju 87 at this time, his recon unit used mostly "Do 17 E"
Image
Image
Do not hesitate to horse reconnaissance )
http://www.mourningtheancient.com/truth-animalsx7.htm
http://www.mourningtheancient.com/ww2-x112.htm
https://mynickname.com/id73473
Image
Locarnus
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Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

faos333 wrote: Wed Sep 13, 2023 9:55 pm The thing that worries me about the house rule of 1, is 1944 and 1945 scenarios.
GC 44 and 45 throws a mass of the latest type of soviet units to the player.
So, I am not convinced, that this rule will play alright for a player.

Personally, I doubt even the house rule of two, which also sounds great for a more historical core, BUT the game designers of maps for the whole of GCs, created a massive amount of the latest soviet units - tanks & fighters in particular, against the human player.

In my opinion, the rule of 1, needs some testing, it sounds nice till 1943, but after that, I have doubts about it.

So, the question is, can the mod player omit this rule?
The equipment file is vastly expanded, not just for 1939.
For the Panther A and G there are also two version available for each, just with different camo pattern.
To represent their bigger numbers without so many official subversions as the previous Panzer IV.
So with "rule of 1" you could field a "Panther A" and a "Panther A dg".

A lot more fighter versions are available and fighter bombers can now switch between fighter and bomber mode.
Thus it is less problematic to also use an older Fw 190 A-7, when your newest fighter version is a Fw 190 A-8.

There are also low production units and some which did not even make it to the battlefield, but easily could have.
The player can decide whether to use them or not, just like eg the Sturmpanzer I in 1939 or the Maus in the base game (although with Addon the Sturmpanzer I is only available in 1940, as it was historically).

Overall the "rule of 1" is just a recommendation. So being a singleplayer experience, in the end it is the players choice.

bondjamesbond wrote: Wed Sep 13, 2023 10:06 pm It will probably be possible to implement it if the functions of an aircraft carrier are hooked up to the uterus of a TB-3 bomber or marked on the map ( something similar exists in modern conflicts there with the help of a flying tanker, you can replenish fuel in special places )
Even when implemented as a tanker, I'm not sure how to restrict the refuel function to the right parasite fighter models, instead of eg other bombers.
Would be quite a special unit for a player, unfortunately I really do not think the AI could make meaningful use of it. The AI even has trouble with basic recon units.
If the player focus would be on the Soviet side, I would probably investigate this further.

bondjamesbond wrote: Wed Sep 13, 2023 10:06 pm Image
Do not hesitate to horse reconnaissance )
http://www.mourningtheancient.com/truth-animalsx7.htm
http://www.mourningtheancient.com/ww2-x112.htm
Yeah, recon implementation is something I struggle with, also due to AI limitations with this class.
Interestingly the german army increased its cavalry force during WW2, despite those anecdotes about polish cavalry against german tanks...
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
PeteMitchell
Major-General - Tiger I
Major-General - Tiger I
Posts: 2451
Joined: Tue Jul 10, 2018 1:18 pm

Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by PeteMitchell »

Does the game check if I already have a specific unit so I can't buy another one of the same type?
Comprehensive Battlefield Europe AAR:
http://www.slitherine.com/forum/viewtopic.php?f=145&t=86481
bondjamesbond
Brigadier-General - 8.8 cm Pak 43/41
Brigadier-General - 8.8 cm Pak 43/41
Posts: 1810
Joined: Mon Jun 27, 2022 10:10 pm

Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by bondjamesbond »

bondjamesbond wrote: Wed Sep 13, 2023 10:06 pm It will probably be possible to implement it if the functions of an aircraft carrier are hooked up to the uterus of a TB-3 bomber or marked on the map ( something similar exists in modern conflicts there with the help of a flying tanker, you can replenish fuel in special places )
Even when implemented as a tanker, I'm not sure how to restrict the refuel function to the right parasite fighter models, instead of eg other bombers.
Would be quite a special unit for a player, unfortunately I really do not think the AI could make meaningful use of it. The AI even has trouble with basic recon units.
If the player focus would be on the Soviet side, I would probably investigate this further.

bondjamesbond wrote: Wed Sep 13, 2023 10:06 pm Image
Do not hesitate to horse reconnaissance )
http://www.mourningtheancient.com/truth-animalsx7.htm
http://www.mourningtheancient.com/ww2-x112.htm
Yeah, recon implementation is something I struggle with, also due to AI limitations with this class.
Interestingly the german army increased its cavalry force during WW2, despite those anecdotes about polish cavalry against german tanks...


Well, it's sad that all the features of the game engine have not yet been fully explored) TB-3)

Horse - drawn transport was very often used on the fronts of the WWII ! And with the skillful use of cavalry from their raids , the enemies were definitely not funny )
https://karabai96.livejournal.com/26532.html

https://wwii.space/животные-на-войне-ло ... торой-мир/
https://mynickname.com/id73473
Image
Locarnus
2nd Lieutenant - Elite Panzer IVF/2
2nd Lieutenant - Elite Panzer IVF/2
Posts: 730
Joined: Tue Jul 19, 2011 8:14 pm

Re: Locarnus Addon 2023-09, for Grand Campaign, Battlefield Europe and Afrika Korps

Post by Locarnus »

PeteMitchell wrote: Thu Sep 14, 2023 5:01 pm Does the game check if I already have a specific unit so I can't buy another one of the same type?
Nope, not possible to even check for specific unit IDs as far as I know.
The player can still have a dozen King Tiger units in the core.
longer, alternative "PG" like Campaign new version 0.34 from 2011.08.02 (another bugfix & now in zip format)
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